My Best Clash Royale Deck

Deck Check Rating

Attack
Godly!
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Hunter Electro Wizard Magic Archer

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Battle Ram Hunter P.E.K.K.A Royal Ghost Bandit Electro Wizard Magic Archer

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Battle Ram

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Battle Ram Royal Ghost Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Battle Ram P.E.K.K.A Royal Ghost Bandit Magic Archer

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Royal Ghost Bandit Electro Wizard Magic Archer

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Battle Ram Bandit
Giant Snowball
Battle Ram
Zap
Battle Ram Bandit
Barbarian Barrel
Battle Ram Hunter Royal Ghost Bandit Electro Wizard Magic Archer
The Log
Battle Ram Hunter Bandit
Earthquake
Arrows
Royal Delivery
Battle Ram Hunter P.E.K.K.A Royal Ghost Bandit Electro Wizard Magic Archer
Fireball
Battle Ram Hunter Bandit Electro Wizard Magic Archer
Poison
Hunter Electro Wizard Magic Archer
Lightning
Battle Ram Hunter Bandit Electro Wizard Magic Archer
Rocket
Hunter Magic Archer

Against air swarms

Spells and units that can counter air swarms.

Zap Hunter Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Hunter Royal Ghost Magic Archer

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Battle Ram P.E.K.K.A Royal Ghost

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Royal Ghost Bandit Battle Ram Hunter Electro Wizard Magic Archer P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Zap Royal Ghost Bandit Battle Ram

Attack Synergies 7 16

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Battle Ram P.E.K.K.A Electro Wizard Hunter Royal Ghost Bandit Magic Archer
Battle Ram
Zap Bandit Magic Archer Hunter P.E.K.K.A Royal Ghost Electro Wizard
Hunter
Zap Battle Ram P.E.K.K.A Bandit
P.E.K.K.A
Zap Electro Wizard Magic Archer Battle Ram Hunter
Royal Ghost
Zap Battle Ram Bandit Electro Wizard Magic Archer
Bandit
Battle Ram Zap Hunter Royal Ghost Electro Wizard Magic Archer
Electro Wizard
Zap P.E.K.K.A Battle Ram Royal Ghost Bandit Magic Archer
Magic Archer
Battle Ram P.E.K.K.A Zap Royal Ghost Bandit Electro Wizard

Defense Synergies 1 13

Zap
Electro Wizard Hunter P.E.K.K.A Royal Ghost Bandit Magic Archer
Battle Ram
Hunter
Zap P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap Hunter Electro Wizard
Royal Ghost
Zap Electro Wizard
Bandit
Zap Hunter Electro Wizard Magic Archer
Electro Wizard
Zap Hunter P.E.K.K.A Royal Ghost Bandit Magic Archer
Magic Archer
Zap Bandit Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Electro Wizard Magic Archer
Hunter P.E.K.K.A Zap Bandit Electro Wizard
Hunter P.E.K.K.A Bandit Electro Wizard
Hunter P.E.K.K.A Bandit Electro Wizard
P.E.K.K.A
Zap Hunter Royal Ghost Bandit Electro Wizard Magic Archer
Hunter Electro Wizard Zap Magic Archer
Zap P.E.K.K.A Bandit Electro Wizard Magic Archer
Hunter P.E.K.K.A
Hunter Royal Ghost Bandit Electro Wizard
Electro Wizard Zap Hunter Royal Ghost Bandit Magic Archer
Hunter Zap Electro Wizard Magic Archer
Hunter P.E.K.K.A Zap Bandit Electro Wizard
Zap Hunter P.E.K.K.A Royal Ghost Electro Wizard Magic Archer
P.E.K.K.A Hunter Bandit Electro Wizard
Zap Hunter P.E.K.K.A Bandit Electro Wizard
Hunter P.E.K.K.A Electro Wizard
Zap Hunter Royal Ghost Bandit Electro Wizard Magic Archer
Zap Hunter Royal Ghost Bandit Electro Wizard Magic Archer
P.E.K.K.A Hunter Electro Wizard
Royal Ghost Hunter P.E.K.K.A Bandit Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Zap P.E.K.K.A Royal Ghost Bandit Electro Wizard
Bandit Electro Wizard Zap Hunter Royal Ghost Magic Archer
P.E.K.K.A Bandit Zap Hunter Electro Wizard
Hunter P.E.K.K.A Zap Bandit Electro Wizard
P.E.K.K.A Hunter Bandit
Zap Hunter Electro Wizard Magic Archer
P.E.K.K.A Hunter Bandit Electro Wizard
P.E.K.K.A Hunter
Zap P.E.K.K.A Electro Wizard Bandit Magic Archer
P.E.K.K.A
P.E.K.K.A Hunter
P.E.K.K.A Zap Electro Wizard
P.E.K.K.A Hunter Bandit
Magic Archer
Electro Wizard Zap Hunter P.E.K.K.A Magic Archer
Zap Hunter P.E.K.K.A Royal Ghost Electro Wizard Magic Archer

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Magic Archer Royal Ghost Bandit
Zap Royal Ghost Bandit Electro Wizard Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Hunter Magic Archer
Magic Archer
Zap Hunter Magic Archer
Zap Bandit
Electro Wizard
Zap Bandit Electro Wizard Magic Archer
Zap Magic Archer
Hunter Bandit Magic Archer
Bandit Magic Archer
Zap Magic Archer
Zap Hunter Bandit Magic Archer
Magic Archer Bandit
Zap Hunter Bandit Electro Wizard Magic Archer
Zap Magic Archer
Magic Archer
Zap
Zap Hunter Magic Archer
Zap Hunter Royal Ghost Bandit Electro Wizard Magic Archer
Zap Bandit Magic Archer
Zap Bandit Magic Archer
Zap Hunter Electro Wizard Magic Archer
Zap Electro Wizard
Zap Hunter Bandit Magic Archer
Zap Electro Wizard Magic Archer
P.E.K.K.A
Magic Archer
Zap Electro Wizard Bandit Magic Archer
Zap Hunter Electro Wizard Magic Archer
Hunter Electro Wizard Magic Archer
Zap Magic Archer
Zap
P.E.K.K.A
Zap Electro Wizard Magic Archer
Zap Electro Wizard Magic Archer
Zap Royal Ghost Bandit Electro Wizard Magic Archer

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